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市場調查報告書
商品編碼
1423929

虛擬運動市場、份額、規模、趨勢、產業分析報告:按組件、按遊戲類型、按人口統計、按地區、按細分市場、預測,2024-2032年

Virtual Sports Market Share, Size, Trends, Industry Analysis Report, By Component (Solutions, Services), By Game, By Demographic (Below 21 Years, 21 To 35 Years, 35 To 54 Years, 54 Years and Above), By Region, And Segment Forecasts, 2024 - 2032

出版日期: | 出版商: Polaris Market Research | 英文 116 Pages | 商品交期: 最快1-2個工作天內

價格

根據Polaris Market Research的最新研究,到2032年,全球虛擬運動市場預計將達到627.7億美元。 該研究報告提供了對當前市場動態的詳細洞察,並對未來市場成長進行了分析。

先進動作捕捉系統的引入在提高市場真實感方面發揮著重要作用。 這些系統利用多個感測器來捕捉運動員的動作並將其轉化為虛擬空間。 此外,人工智慧和機器學習對於塑造市場至關重要。 這些進步使我們能夠創造高度現實和虛擬的對手。 這些基於人工智慧的演算法可以分析玩家行為、調整策略,甚至模擬真實玩家的決策過程。 這使得用戶能夠與不同專業水平的對手對戰並提高他們的技能,從而提供有益的體驗。

技術的快速進步,結合了擴增實境 (AR)、虛擬實境 (VR) 和高級圖形,使遊戲體驗更加身臨其境。 這項進步使得創造與現實生活中的體育賽事非常相似的真實虛擬環境變得更加容易,從而吸引了世界各地的觀眾。 它也超越了地理限制,讓世界各地的球迷保持活躍並參與他們喜愛的運動,無論他們身在何處。 這種包容性是有助於發展更多元化和廣泛的粉絲群的關鍵因素。

觸覺回饋技術的集成為產業帶來了戰術維度。 透過使用專用控制器或穿戴式設備,使用者可以感受到他們的行為在其環境中的效果。 這種回饋超越了視覺和聽覺線索,提供了與實際遊戲感覺非常相似的多感官體驗。

與傳統體育轉播相比,虛擬體育提高了與球迷的互動水平。 球迷可以透過虛擬平台積極參與並影響比賽和賽事的結果。 這種參與感的增強為觀眾創造了更動態和身臨其境的體驗。 虛擬體育運動提供了傳統體育運動以外的獨特和創新元素。 例如,球迷可以個性化他們的頭像,虛擬地參觀體育場,並訪問即時統計數據和分析。 這些功能增強了球迷的體驗,並提供了體育運動無法實現的個人化水平。

虛擬體育市場報告摘要

由於數位化趨勢、消費者對高品質遊戲的需求以及互動遊戲的成長趨勢,解決方案部門將佔據最大份額。

籃球運動已在新興經濟體中普及,預計將大幅成長。

隨著年輕一代積極參與虛擬電子競技,21 歲以下人口預計將快速成長。

由於亞太地區年輕人口眾多,預計將出現成長趨勢。

目錄

第 1 章簡介

第 2 章執行摘要

第 3 章研究方法

第 4 章全球虛擬運動市場洞察

  • 虛擬體育市場 - 人口統計概況
  • 虛擬運動市場動態
    • 促進因素和機會
      • 獲利機會
      • 技術進步
    • 抑制因素和挑戰
      • 缺乏體力活動
  • PESTEL 分析
  • 虛擬運動市場的人口趨勢
  • 價值鏈分析
  • COVID-19 感染的影響分析

第 5 章全球虛擬運動市場(依遊戲類型)

  • 主要發現
  • 簡介
  • 足球
  • 賽車
  • 高爾夫
  • 籃球
  • 板球
  • 滑雪
  • 網球
  • 綜合武術
  • 其他

第 6 章全球虛擬運動市場(按組成部分)

  • 主要發現
  • 簡介
  • 解決方案
  • 服務

第 7 章全球虛擬運動市場(依人口統計)

  • 主要發現
  • 簡介
  • 21歲以下
  • 21-35歲
  • 35-54歲
  • 54歲以上

第 8 章全球虛擬運動市場(按地區)

  • 主要發現
  • 簡介
    • 2019-2032 年虛擬運動市場評估(按地區)
  • 虛擬運動市場 - 北美
    • 北美:虛擬運動市場,按遊戲類型,2019-2032 年
    • 北美:虛擬運動市場,依人口統計,2019-2032 年
    • 北美:虛擬運動市場,按組成部分,2019-2032 年
    • 虛擬運動市場 - 美國
    • 虛擬運動市場 - 加拿大
  • 虛擬運動市場 - 歐洲
    • 歐洲:虛擬運動市場,依遊戲類型,2019-2032 年
    • 歐洲:虛擬運動市場,依人口統計,2019-2032 年
    • 歐洲:虛擬運動市場,按組成部分,2019-2032 年
    • 虛擬運動市場 - 英國
    • 虛擬運動市場 - 法國
    • 虛擬運動市場 - 德國
    • 虛擬運動市場 - 義大利
    • 虛擬運動市場 - 西班牙
    • 虛擬運動市場 - 荷蘭
    • 虛擬運動市場 - 俄羅斯
  • 虛擬運動市場 - 亞太地區
    • 亞太地區:虛擬運動市場,依遊戲類型劃分,2019-2032 年
    • 亞太地區:虛擬運動市場,依人口統計,2019-2032 年
    • 亞太地區:虛擬運動市場,按組成部分,2019-2032 年
    • 虛擬運動市場 - 中國
    • 虛擬運動市場 - 印度
    • 馬來西亞虛擬運動市場
    • 日本虛擬運動市場
    • 印尼虛擬運動市場
    • 韓國虛擬運動市場
  • 虛擬運動市場 - 中東和非洲
    • 中東和非洲:虛擬運動市場,按遊戲類型,2019-2032 年
    • 中東和非洲:虛擬運動市場,按人口統計,2019-2032 年
    • 中東和非洲:虛擬運動市場,按組成部分,2019-2032 年
    • 虛擬體育市場 - 沙烏地阿拉伯
    • 虛擬體育市場 - 阿拉伯聯合大公國
    • 虛擬運動市場 - 以色列
    • 虛擬運動市場 - 南非
  • 虛擬運動市場 - 拉丁美洲
    • 拉丁美洲:虛擬運動市場,按遊戲類型,2019-2032 年
    • 拉丁美洲:虛擬運動市場,按人口統計,2019-2032 年
    • 拉丁美洲:2019-2032 年虛擬運動市場,按組成部分
    • 虛擬運動市場 - 墨西哥
    • 虛擬運動市場 - 巴西
    • 虛擬運動市場 - 阿根廷

第 9 章競爭態勢

  • 擴張與收購分析
    • 放大
    • 收購
  • 夥伴關係/協作/協議/揭露

第 10 章公司簡介

  • 2K Sports
  • Activision Blizzard
  • Big Ant Studios
  • Codemasters
  • Cyanide Studio
  • Dovetail Games
  • EA Sports
  • HB Studios
  • Konami
  • Milestone S.r.l.
  • Netmarble
  • Nintendo
  • Square Enix
  • SEGA
  • Sports Interactive
  • Red Entertainment
  • Ubisoft
  • Visual Concepts
Product Code: PM4161

The global virtual sports market size is expected to reach USD 62.77 billion by 2032, according to a new study by Polaris Market Research. The report "Virtual Sports Market Share, Size, Trends, Industry Analysis Report, By Component (Solutions, Services), By Game, By Demographic (Below 21 Years, 21 To 35 Years, 35 To 54 Years, 54 Years and Above), By Region, And Segment Forecasts, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The incorporation of advanced motion-capture systems has played a crucial role in elevating the realism within the market. These systems utilize several sensors to capture the movements of athletes, translating it into virtual space. Additionally, AI & ML have been pivotal in shaping the market. These advancements to create highly realistic & virtual opponents. These AI based algorithms analyze player behavior, adapt strategies, and even emulate the decision-making processes of the real athletes. This provides a challenging experience, allowing users to enhance their skills against opponents of varying expertise levels.

The rapid progress in technology, incorporating Augmented Reality (AR), Virtual Reality (VR), and sophisticated graphics, has notably elevated the immersive quality of the gaming experience. This advancement facilitates the creation of lifelike virtual environments closely resembling real-world sporting events, captivating a global audience. It also transcends geographical limitations, enabling fans from around the world to actively participate and engage with their favorite sports, irrespective of their physical location. This inclusivity stands as a pivotal factor, contributing to the development of a more diverse and extensive fan base.

The integration of the haptic feedback technology has brought a tactical dimension to the industry. By using specialized controllers & wearable devices, where users can feel the impact of its actions within that environment. This feedback transcends visual & auditory cues, providing a multi-sensory experience that closely mimics the sensations of the actual gameplay.

Virtual sports provide a heightened level of fan interaction compared to traditional sports broadcasts. Fans can actively engage through virtual platforms, exerting influence on the outcome of the game or event. This increased participation fosters a more dynamic and immersive experience for viewers. Virtual sports offer unique and innovative elements that go beyond traditional sports. For instance, fans can personalize avatars, virtually attend stadiums, and access real-time statistics and analysis. These features enhance the fan experience, introducing a level of personalization that goes beyond what is achievable in physical sports.

Virtual Sports Market Report Highlights

Solution segment held the largest share, owing to digitization trends, consumer's demand for the high-quality games, and rising trend for interactive gaming

Basket ball segment expected to grow at substantial pace, owing to the wide-spread appeal of the game in developed economies

Below 21 years will grow rapidly, as younger generation is more actively involved in the virtual e-sports

Asia Pacific expected to experience growth trend, due to presence of huge young population in the region

The global players include 2K Sports, Big Ant Studios, Cyanide Studio, Dovetail Games, HB Studios, & Konami

Polaris Market Research has segmented the virtual sports market report based on component, game type, demographic, and region:

Virtual Sports, Component Outlook (Revenue - USD Billion, 2019 - 2032)

  • Solutions
  • Services

Virtual Sports, Game Type Outlook (Revenue - USD Billion, 2019 - 2032)

  • Football
  • Racing
  • Golf
  • Basketball
  • Cricket
  • Skiing
  • Tennis
  • MMA
  • Others

Virtual Sports, Demographic Outlook (Revenue - USD Billion, 2019 - 2032)

  • Below 21 Years
  • 21 to 35 Years
  • 35 to 54 Years
  • 54 Years and Above

Virtual Sports, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa

Table of Contents

1. Introduction

  • 1.1. Report Description
    • 1.1.1. Objectives of the Study
    • 1.1.2. Market Scope
    • 1.1.3. Assumptions
  • 1.2. Stakeholders

2. Executive Summary

  • 2.1. Market Highlights

3. Research Methodology

  • 3.1. Overview
    • 3.1.1. Data Mining
  • 3.2. Data Sources
    • 3.2.1. Primary Sources
    • 3.2.2. Secondary Sources

4. Global Virtual Sports Market Insights

  • 4.1. Virtual Sports Market - Demographic Snapshot
  • 4.2. Virtual Sports Market Dynamics
    • 4.2.1. Drivers and Opportunities
      • 4.2.1.1. Monetization Opportunities
      • 4.2.1.2. Technological Advancements
    • 4.2.2. Restraints and Challenges
      • 4.2.2.1. Lack of Physical Activity
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers (Moderate)
    • 4.3.2. Threats of New Entrants: (Low)
    • 4.3.3. Bargaining Power of Buyers (Moderate)
    • 4.3.4. Threat of Substitute (Moderate)
    • 4.3.5. Rivalry among existing firms (High)
  • 4.4. PESTEL Analysis
  • 4.5. Virtual Sports Market Demographic Trends
  • 4.6. Value Chain Analysis
  • 4.7. COVID-19 Impact Analysis

5. Global Virtual Sports Market, by Game Type

  • 5.1. Key Findings
  • 5.2. Introduction
    • 5.2.1. Global Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • 5.3. Football
    • 5.3.1. Global Virtual Sports Market, by Football, by Region, 2019-2032 (USD Billion)
  • 5.4. Racing
    • 5.4.1. Global Virtual Sports Market, by Racing, by Region, 2019-2032 (USD Billion)
  • 5.5. Golf
    • 5.5.1. Global Virtual Sports Market, by Golf, by Region, 2019-2032 (USD Billion)
  • 5.6. Basketball
    • 5.6.1. Global Virtual Sports Market, by Basketball, by Region, 2019-2032 (USD Billion)
  • 5.7. Cricket
    • 5.7.1. Global Virtual Sports Market, by Cricket, by Region, 2019-2032 (USD Billion)
  • 5.8. Skiing
    • 5.8.1. Global Virtual Sports Market, by Skiing, by Region, 2019-2032 (USD Billion)
  • 5.9. Tennis
    • 5.9.1. Global Virtual Sports Market, by Tennis, by Region, 2019-2032 (USD Billion)
  • 5.10. MMA
    • 5.10.1. Global Virtual Sports Market, by MMA, by Region, 2019-2032 (USD Billion)
  • 5.11. Others
    • 5.11.1. Global Virtual Sports Market, by Others, by Region, 2019-2032 (USD Billion)

6. Global Virtual Sports Market, by Component

  • 6.1. Key Findings
  • 6.2. Introduction
    • 6.2.1. Global Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 6.3. Solutions
    • 6.3.1. Global Virtual Sports Market, by Solutions, by Region, 2019-2032 (USD Billion)
  • 6.4. Services
    • 6.4.1. Global Virtual Sports Market, by Services, by Region, 2019-2032 (USD Billion)

7. Global Virtual Sports Market, by Demographic

  • 7.1. Key Findings
  • 7.2. Introduction
    • 7.2.1. Global Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • 7.3. Below 21 Years
    • 7.3.1. Global Virtual Sports Market, by Below 21 Years, By Region, 2019-2032 (USD Billion)
  • 7.4. 21 to 35 Years
    • 7.4.1. Global Virtual Sports Market, by 21 to 35 Years, By Region, 2019-2032 (USD Billion)
  • 7.5. 35 to 54 Years
    • 7.5.1. Global Virtual Sports Market, by 35 to 54 Years, By Region, 2019-2032 (USD Billion)
  • 7.6. 54 Years and Above
    • 7.6.1. Global Virtual Sports Market, by 54 Years and Above, By Region, 2019-2032 (USD Billion)

8. Global Virtual Sports Market, by Geography

  • 8.1. Key findings
  • 8.2. Introduction
    • 8.2.1. Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • 8.3. Virtual Sports Market - North America
    • 8.3.1. North America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.3.2. North America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.3.3. North America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.3.4. Virtual Sports Market - U.S.
      • 8.3.4.1. U.S.: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.3.4.2. U.S.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.3.4.3. U.S.: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.3.5. Virtual Sports Market - Canada
      • 8.3.5.1. Canada: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.3.5.2. Canada.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.3.5.3. Canada: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.4. Virtual Sports Market - Europe
    • 8.4.1. Europe: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.4.2. Europe.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.4.3. Europe: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.4. Virtual Sports Market - UK
      • 8.4.4.1. UK: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.4.2. UK.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.4.3. UK: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.5. Virtual Sports Market - France
      • 8.4.5.1. France: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.5.2. France.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.5.3. France: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.6. Virtual Sports Market - Germany
      • 8.4.6.1. Germany: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.6.2. Germany.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.6.3. Germany: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.7. Virtual Sports Market - Italy
      • 8.4.7.1. Italy: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.7.2. Italy.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.7.3. Italy: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.8. Virtual Sports Market - Spain
      • 8.4.8.1. Spain: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.8.2. Spain.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.8.3. Spain: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.9. Virtual Sports Market - Netherlands
      • 8.4.9.1. Netherlands: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.9.2. Netherlands.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.9.3. Netherlands: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.10. Virtual Sports Market - Russia
      • 8.4.10.1. Russia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.10.2. Russia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.10.3. Russia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.5. Virtual Sports Market - Asia Pacific
    • 8.5.1. Asia Pacific: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.5.2. Asia Pacific.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.5.3. Asia Pacific: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.4. Virtual Sports Market - China
      • 8.5.4.1. China: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.4.2. China.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.4.3. China: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.5. Virtual Sports Market - India
      • 8.5.5.1. India: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.5.2. India.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.5.3. India: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.6. Virtual Sports Market - Malaysia
      • 8.5.6.1. Malaysia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.6.2. Malaysia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.6.3. Malaysia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.7. Virtual Sports Market - Japan
      • 8.5.7.1. Japan: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.7.2. Japan.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.7.3. Japan: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.8. Virtual Sports Market - Indonesia
      • 8.5.8.1. Indonesia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.8.2. Indonesia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.8.3. Indonesia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.9. Virtual Sports Market - South Korea
      • 8.5.9.1. South Korea: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.9.2. South Korea.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.9.3. South Korea: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.6. Virtual Sports Market - Middle East & Africa
    • 8.6.1. Middle East & Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.6.2. Middle East & Africa.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.6.3. Middle East & Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.4. Virtual Sports Market - Saudi Arabia
      • 8.6.4.1. Saudi Arabia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.4.2. Saudi Arabia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.4.3. Saudi Arabia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.5. Virtual Sports Market - UAE
      • 8.6.5.1. UAE: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.5.2. UAE.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.5.3. UAE: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.6. Virtual Sports Market - Israel
      • 8.6.6.1. Israel: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.6.2. Israel.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.6.3. Israel: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.7. Virtual Sports Market - South Africa
      • 8.6.7.1. South Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.7.2. South Africa.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.7.3. South Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.7. Virtual Sports Market - Latin America
    • 8.7.1. Latin America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.7.2. Latin America.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.7.3. Latin America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.4. Virtual Sports Market - Mexico
      • 8.7.4.1. Mexico: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.4.2. Mexico.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.4.3. Mexico: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.5. Virtual Sports Market - Brazil
      • 8.7.5.1. Brazil: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.5.2. Brazil.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.5.3. Brazil: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.6. Virtual Sports Market - Argentina
      • 8.7.6.1. Argentina: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.6.2. Argentina.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.6.3. Argentina: Virtual Sports Market, by Component, 2019-2032 (USD Billion)

9. Competitive Landscape

  • 9.1. Expansion and Acquisition Analysis
    • 9.1.1. Expansion
    • 9.1.2. Acquisitions
  • 9.2. Partnerships/Collaborations/Agreements/Exhibitions

10. Company Profiles

  • 10.1. 2K Sports
    • 10.1.1. Company Overview
    • 10.1.2. Financial Performance
    • 10.1.3. Product Benchmarking
    • 10.1.4. Recent Development
  • 10.2. Activision Blizzard
    • 10.2.1. Company Overview
    • 10.2.2. Financial Performance
    • 10.2.3. Product Benchmarking
    • 10.2.4. Recent Development
  • 10.3. Big Ant Studios
    • 10.3.1. Company Overview
    • 10.3.2. Financial Performance
    • 10.3.3. Product Benchmarking
    • 10.3.4. Recent Development
  • 10.4. Codemasters
    • 10.4.1. Company Overview
    • 10.4.2. Financial Performance
    • 10.4.3. Product Benchmarking
    • 10.4.4. Recent Development
  • 10.5. Cyanide Studio
    • 10.5.1. Company Overview
    • 10.5.2. Financial Performance
    • 10.5.3. Product Benchmarking
    • 10.5.4. Recent Development
  • 10.6. Dovetail Games
    • 10.6.1. Company Overview
    • 10.6.2. Financial Performance
    • 10.6.3. Product Benchmarking
    • 10.6.4. Recent Development
  • 10.7. EA Sports
    • 10.7.1. Company Overview
    • 10.7.2. Financial Performance
    • 10.7.3. Product Benchmarking
    • 10.7.4. Recent Development
  • 10.8. HB Studios
    • 10.8.1. Company Overview
    • 10.8.2. Financial Performance
    • 10.8.3. Product Benchmarking
    • 10.8.4. Recent Development
  • 10.9. Konami
    • 10.9.1. Company Overview
    • 10.9.2. Financial Performance
    • 10.9.3. Product Benchmarking
    • 10.9.4. Recent Development
  • 10.10. Milestone S.r.l.
    • 10.10.1. Company Overview
    • 10.10.2. Financial Performance
    • 10.10.3. Product Benchmarking
    • 10.10.4. Recent Development
  • 10.11. Netmarble
    • 10.11.1. Company Overview
    • 10.11.2. Financial Performance
    • 10.11.3. Product Benchmarking
    • 10.11.4. Recent Development
  • 10.12. Nintendo
    • 10.12.1. Company Overview
    • 10.12.2. Financial Performance
    • 10.12.3. Product Benchmarking
    • 10.12.4. Recent Development
  • 10.13. Square Enix
    • 10.13.1. Company Overview
    • 10.13.2. Financial Performance
    • 10.13.3. Product Benchmarking
    • 10.13.4. Recent Development
  • 10.14. SEGA
    • 10.14.1. Company Overview
    • 10.14.2. Financial Performance
    • 10.14.3. Product Benchmarking
    • 10.14.4. Recent Development
  • 10.15. Sports Interactive
    • 10.15.1. Company Overview
    • 10.15.2. Financial Performance
    • 10.15.3. Product Benchmarking
    • 10.15.4. Recent Development
  • 10.16. Red Entertainment
    • 10.16.1. Company Overview
    • 10.16.2. Financial Performance
    • 10.16.3. Product Benchmarking
    • 10.16.4. Recent Development
  • 10.17. Ubisoft
    • 10.17.1. Company Overview
    • 10.17.2. Financial Performance
    • 10.17.3. Product Benchmarking
    • 10.17.4. Recent Development
  • 10.18. Visual Concepts
    • 10.18.1. Company Overview
    • 10.18.2. Financial Performance
    • 10.18.3. Product Benchmarking
    • 10.18.4. Recent Development

List of Tables

  • Table 1 Global Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 2 Global Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 3 Global Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 4 Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Table 5 North America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 6 North America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 7 North America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 8 U.S.: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 9 U.S.: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 10 U.S.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 11 Canada: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 12 Canada: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 13 Canada: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 14 Europe: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 15 Europe: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 16 Europe: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 17 UK: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 18 UK: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 19 UK: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 20 France: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 21 France: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 22 France: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 23 Germany: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 24 Germany: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 25 Germany: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 26 Italy: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 27 Italy: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 28 Italy: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 29 Spain: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 30 Spain: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 31 Spain: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 32 Netherlands: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 33 Netherlands: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 34 Netherlands: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 35 Russia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 36 Russia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 37 Russia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 38 Asia Pacific: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 39 Asia Pacific: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 40 Asia Pacific: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 41 China: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 42 China: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 43 China: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 44 India: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 45 India: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 46 India: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 47 Malaysia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 48 Malaysia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 49 Malaysia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 50 Japan: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 51 Japan: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 52 Japan: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 53 Indonesia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 54 Indonesia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 55 Indonesia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 56 South Korea: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 57 South Korea: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 58 South Korea: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 59 Middle East & Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 60 Middle East & Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 61 Middle East & Africa: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 62 Saudi Arabia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 63 Saudi Arabia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 64 Saudi Arabia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 65 UAE: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 66 UAE: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 67 UAE: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 68 Israel: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 69 Israel: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 70 Israel: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 71 South Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 72 South Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 73 South Africa: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 74 Latin America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 75 Latin America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 76 Latin America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 77 Mexico: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 78 Mexico: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 79 Mexico: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 80 Brazil: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 81 Brazil: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 82 Brazil: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 83 Argentina: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 84 Argentina: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 85 Argentina: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)

List of Figures

  • Figure 1. Global Virtual Sports Market, 2019-2032 (USD Billion)
  • Figure 2. Integrated Ecosystem
  • Figure 3. Research Methodology: Top-Down & Bottom-Up Approach
  • Figure 4. Market by Geography
  • Figure 5. Porter's Five Forces
  • Figure 6. Market by Component
  • Figure 7. Global Virtual Sports Market, by Component, 2022 & 2032 (USD Billion)
  • Figure 8. Market by Game Type
  • Figure 9. Global Virtual Sports Market, by Game Type, 2022 & 2032 (USD Billion)
  • Figure 10. Market by Demographic
  • Figure 11. Global Virtual Sports Market, by Demographic, 2022 & 2032 (USD Billion)
  • Figure 12. Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Figure 13. Strategic Analysis - Virtual Sports Market